Equipment (Old)

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Any equipment listed in any Shadowrun sourcebook is generally permissible to purchase.

Strike Rules

Tools

Some Skills require tools to use properly. If you don’t have any tools, you can’t attempt the task. If you have makeshift tools only, you may attempt it with Disadvantage. This may depend on the complexity of the task.

Your character starts play with appropriate tools for their starting Skills. These may be lost as a result of Twists. When you learn a new Skill you do not automatically get tools—you must acquire them in play.

Costs

Wealth level
0 Penniless
1 Poor
2 Rich
3 Super-rich
Item/cash parcel value
0 5¥ to 100¥
1 100¥ to 2,000¥
2 2,000¥ to 40,000¥
3 40,000¥ to 800,000¥
4 800,000¥+
Buying checks
Roll Cheap Same Level Expensive
6 Success + Bonus Success + Bonus Success
5 Success + Bonus Success Success + Cost
4 Success Success + Cost Success + 2 Costs
3 Success Success + 2 Costs Twist
2 Success + Cost Twist Twist + Flaw
1 Success + 2 Costs Twist + Flaw Twist + Flaw

If you try to buy something two levels or more below yours, you can. You do not need to roll. You cannot use your Wealth to buy something two or more levels above yours. If you want to make that sort of purchase, you need to get a loan, find a wealthy patron, or take further measures to be able to do so. To purchase anything else, use the above table to determine the results. Items below your Wealth are labeled “cheap” and items above your Wealth are labeled “expensive.”

There is a Condition that typically goes with Wealth: Short. When you’re Short, you act as though you were one Wealth tier lower. When you get two Costs, one of them is always a Flaw, while the other is either that you are Short or that you owe someone a Favor. The GM will decide which.

Often when you roll a Twist, the GM will ask you if you would rather do without the item in question, or “break the bank” to pay for it. A worse Condition happens when you “break the bank”: being Broke. It’s the same as being Short, but is much harder to recover from. Being Broke does not mean you have no money at all, just much less than you were used to having.

If you get the Short Condition twice, nothing changes. Simply note it down. The third time, however, automatically “breaks the bank” and Short upgrades to Broke. Later on, if you manage to get Short and Broke at the same time, they combine to cause you to treat your Wealth as two levels below normal. Multiple instances of Broke compound too. Effectively, being Broke is the same as a permanent reduction in your Wealth, but with the opportunity to work your way out of it. This is rough, but unlike other Conditions, the GM cannot simply give it to you. You choose it or else earn it by getting three Shorts.

You recover from being Short by working your job and being frugal for a week, or any equivalent way of making money. You can also recover by spending a cash parcel (see below) equal to the Wealth tier you are recovering to. To recover from Broke you need to work your job and live frugally for a year or equivalent, or spend a cash parcel one level above the one you are recovering to.

Shadowrun Equipment

An Always available item can be purchased, owned, and transported by anyone. A check to find such an item will only be required in unusual circumstances, such as trying to find a fresh-baked baguette at midnight in the barrens.

A Restricted availability item requires either a valid SIN or the use of the black market to purchase. These items are not strongly regulated, but are sufficiently restricted that they can't legally be bought with cash. A roll is likely required to find these items on the black market, but with Twists and Costs representing not necessarily a failure to find the item, but a cost, delay, flaw, increase in price, or other negative consequence. Restrictions on possession are unlikely to be enforced unless secondary to other legal or security interaction.

A Controlled item is highly restricted and requires licenses, permits, or other credentials attached to a valid SIN for purchase, possession, and transport. A basic fake SIN is insufficient to buy these items, and a roll is almost certainly required to find them on the black market, likely at disadvantage. Open possession of such items in a high-security area is likely to draw one or more of personal and electronic attention.

Gear

Electronics
Type Cost Availability Special
Commlink 0 Always A portable universal computation and communications device.
Credstick 0 Always Generic secure data store. Can act as a passport, keyring, credit card, checkbook, wallet, and business card. Some are locked using passcodes or biometrics.
Simrig 3 Restricted A tight-fitting cap contain numerous electrodes allowing playback and limited recording of simsense signals.
Subvocal Mic 0 Restricted Allows the wearer to record sound subvocally, making them harder to hear.


Surveillance
Type Cost Availability Special
Bug Scanner 2 Restricted Detects recording equipment. May be unable to detect sufficiently sophisticated recording setups, but is capable of detecting temporary recording setups.
Laser Microphone 2 Restricted Used to pull sound off a solid obect, like a windowpane.
Micro-Recorder 1 Restricted Can record image, sound, and limited trid for up to a week in a device the size of a quarter.
Shotgun Microphone 2 Restricted Used to listen in on distant conversations.
EM Tool 2 Restricted A general-purpose tool for analyzing and interacting with electromagnetic signals.


Security Devices
Type Cost Availability Special
Biometric Scanners 1 Restricted Fingerprint scanners, retinal readers, voice and gait analyzers, DNA testers, and more.
Chem Sniffer 2-3 Restricted Detects airborne molecules. Can be set to alert on detection of particular categories of substances, such as explosives or ammunition propellant.
Cybermod Manacles 2 Restricted Restraints wrists and ankles, with a mechanism to exert agonizing pressure on tendons and bones if cybermods are extended from the restrained area.
Cyberware Scanner 2 Restricted A sonic/magnetic scanning wand that detects and identifies cyberware.
Headjammer 2 Restricted A locking headset that jams transmission and reception for implanted radio devices.
Jackstopper 0 Restricted A plastic insert with a quick-bonding epoxy to fill and plug a cyberjack.
MADS 2 Restricted Magnetic Anomaly Detectors are used to detect weapons and concentrations of metal. They come in hand-held wand-type designs and free-standing or architecturally-integrated doorway systems.
PANICBUTTON™ 1 Always A keychain-sized device providing covert emergency alert and tracking with a chosen security service.
Skilltwitchers 1 Restricted Sends a jamming signal into skillwire implants to disrupt all mental and physical activity.
Ultrasound Detector 0 Restricted Detects the use of ultrasound, such as used with ultrasonic motion sensor systems and ultrasonic sight.
Ultrasound Spoofer 2 Controlled In addition to detecting ultrasound fields, can attempt to spoof the ultrasound sensor.


Survival Gear
Type Cost Availability Special
Chemsuit 1 Always A slick and impermeable set of booted coveralls, hooded poncho, and mittens. The hood is transparent, or mirrored for privacy, and fitted with an air filter. Designer versions are used in major cities on days with hard rain.
Climbing Gear 1 Always Everything need to climb, including harnesses, rope, gloves, carabiners, crampons, pitons, and so forth.
Climbing Gear (Stealthed) 1 Restricted Climbing gear with the pitons and ropes that can be electronically triggered to dissolve to a fine powder.
Grapple Gun 1 Restricted Can shoot a grappling hook more than 50 meters. Can use stealthed rope.
Micro-Flare Launcher 0 Always This pen-size flare launcher can shoot color-adjustable flares more than 200 meters. The flares can illuminate a city block.
Respirator 1 Always A small (20 x 10 cm) oxygen cylinder connected to a full or partial face mask provides several hours of air.
Survival Kit 1 Always A rugged bag containing basic survival gear.


TITLE
TYPE COST AVAILABILITY

Weapons

Characters are assumed to start the game with standard shadowrunner weapons appropriate to their skills and combat build. Characters can buy special weapons that have advantages (e.g., narrative benefits, mechanical benefits, combat benefits) and/or flaws.

Melee weapons
Type Cost Legality Availability Special
Pro gear 1 Restricted Uncommon Quality melee weapons used by security professionals. Shadowrunner starting gear.
Drek 1 Restricted Common Second-hand weapons and weapons that weren't that good even when it was new. Comes with at least one downside.
Specific weapons
Monofilament whip 2 Forbidden Rare Terrifying. Deadly. Iconic. For an Action Point, you can XXX. When gaining a Strike for using this weapon, gain an additional Strike. Requires an appropriate Skill.

Example downsides:

  • Flaws: heavy, cumbersome, inconvenient
  • Breakable (destroyed one-sixth of times used)

Magical Goods

Formulae
Type Cost Legality Availability Special
Combat Spells 1 Restricted Rare Combat spell list
Detection Spells 1 Restricted Uncommon Detection spell list
Health Spells 1 Restricted Uncommon Health spell list
Illusion Spells 1 Restricted Rare Illusion spell list
Manipulation Spells 1 Restricted Rare Manipulation spell list
Ritual 1 Restricted Rare Ritual list

Combat Spells

All combat spells require support in the Tactical Combat build of the character.

  • Acid Stream
  • Toxic Wave
  • Punch
  • Clout
  • Blast
  • Death Touch
  • Manabolt
  • Manaball
  • Flamethrower
  • Fireball
  • Lightning Bolt
  • Ball Lightning
  • Shatter
  • Powerbolt
  • Powerball
  • Knockout
  • Stunbolt
  • Stunball

Detection Spells

  • Analyze Device
  • Analyze Magic
  • Analyze Truth
  • Clairaudience
  • Clairvoyance
  • Combat Sense
  • Detect Enemies
  • Detect Enemies, Extended
  • Detect Individual
  • Detect Life
  • Detect Life, Extended
  • Detect [Life Form]
  • Detect [Life Form], Extended
  • Detect Magic
  • Detect Magic, Extended
  • Detect [Object]
  • Mindlink
  • Mind Probe

Health Spells

  • Antidote
  • Cure Disease
  • Decrease [Attribute]
  • Detox
  • Heal (Tactical Combat build only)
  • Increase [Attribute]
  • Increase Reflexes
  • Oxygenate
  • Prophylaxis
  • Resist Pain
  • Stabilize

Illusion Spells

  • Agony
  • Mass Agony
  • Bugs
  • Swarm
  • Confusion
  • Mass Confusion
  • Chaos
  • Chaotic World
  • Entertainment
  • Trid Entertainment
  • Invisibility
  • Improved Invisibility
  • Mask
  • Physical Mask
  • Phantasm
  • Trid Phantasm
  • Hush
  • Silence
  • Stealth

Manipulation Spells

  • Animate
  • Mass Animate
  • Armor (Tactical Combat build only)
  • Control Actions
  • Mob Control
  • Control Thoughts
  • Mob Mind
  • Fling
  • Ice Sheet
  • Ignite
  • Influence
  • Levitate
  • Light
  • Magic Fingers
  • Mana Barrier
  • Physical Barrier
  • Poltergeist
  • Shadow

Rituals

  • Curse
  • Prodigal Spell
  • Remote Sensing
  • Ward
  • Circle of Protection
  • Circle of Healing
  • Renascence
  • Watcher
  • Homunculus